Goram - Troll Soldier

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Goram - Troll Soldier

Post by Goram »

Player Name: Chris C.
Google Hangouts: csc2551@gmail.com

Character Name: Goram Gorock Durmstrom
Alias: Goram Alzim Shaktilar, Goram the Protector
Race: Troll
O.C.C.: Soldier
Alignment: Aberrant
XP Level: 3
XP Points: 5,785 (Updated by Dice Lord 01FEB23)
Next Level @ XP: 8,001
Racial Hostilities: None. No issues with race per se. He holds them to the same standard but also values their lives equally which is arguably not much.
Sentiments/Western Empire: No quarrel unless they present a threat. If they attack I will defend.
Sentiments/Dominion of Man: No quarrel unless they present a threat. If they attack I will defend.
Disposition: In the face of the public he is the noble knight. He also very touchy about insults to his dignity and honor. If pushed he will lose his knightly manner.
Insanity: Compulsive Liar. He hyperbolizes all of his stories especially those about his former master/father. Very Quixotic.

I.Q.: 15
M.E.: 11
M.A.: 7
P.S.: 28
P.P.: 12
P.E.: 27
P.B.: 8
Speed: 20

P.P.E.: 9
H.P.: 34
S.D.C.: 100 / 145 with Armor / 245 with Shield
AR 13 with Armor
Sex: Male
Height: 13’
Weight: 700 lbs
Description: tan leathery skin, thick black mane like hair with oversized lower canines that look like tusks. He is in no way attractive but his eyes are very warm.

Racial Abilities
Nightvision 60'
Clawed Hands 2D6+PS
Horror Factor: 12

Natural Abilities
Perception Bonus: 24% (3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 280 lbs
Max. Carrying Weight: 560 lbs
Max. Lifting Weight: 1,120 lbs
Max. Jumping Ability: 14’ Horizontal, 7’ Vertical

O.C.C. Skills
Body Building & Weight Lifting
Climb/Scale Walls 85%/75% (+5%) (Racial) 70%/60% in armor
Forced March
Hand to Hand: Expert
Language: Gobblely 104%
Language: Human: Eastern 50% (+5%)
Military Etiquette 65% (+5%)
Swimming 70% (+5%) (Racial) 55% in Armor
W.P. Shield
W.P. Swords
W.P. Axes

O.C.C. Related Skills +1 at 3,6,9, and 12
Field Armorer 50% (+5%)
First Aid 45% (+5%)
--Sense of balance 40% (+5%)
--Work parallel bars & rings 36% (+3%)
--Back flip and somersault 50% (+5%)
Horsemanship: Exotic Animals 45%/30% (+5%)
Land Navigation 40% (+4%)
Literacy: Human: Eastern 45% (+5%)
Recognize Weapon Quality 45% (+5%)
Wilderness Survival 40% (+5%)

Secondary Skills 4

Altess Eviscerator Skills
Public Speaking 98%
Lore: Demons & Monsters 98%
Lore: Faerie Folk 98%
Lore: Geomancy & Ley Lines 98%
Lore: Magic 98%
Lore: Religion 98%

Combat Data
HTH Type:

Level 1: Starts with four APM, +2 to roll with impact, +2 to pull punch, Kick attack does 1D8 damage
Level 2: +3 to parry and dodge, +1 to pull punch
Level 3: +2 to strike, +2 to disarm, Karate Punch does 1D6 damage
Level 4: +1 APM
Level 5: Karate kick does 2D6 damage
Level 6: Critical strike on a natural of 18, 19, or 20
Level 7: W.P. Paired weapons, Backhand Strike does 1D4 damage
Level 8: Body Throw/Flip; does 1D6 damage and victim loses initiative and 1 APM
Level 9: +1 APM, +1 to disarm
Level 10: +3 to melee damage
Level 11: Knockout/stun on a natural 18, 19, or 20
Level 12: +2 to parry, +2 to dodge
Level 13: Critical strike (triple damage) or knockout from behind
Level 14: +1 APM
Level 15: Death Blow on a natural 20

Number of Attacks: 6
Initiative Bonus: +0
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +13
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
Claws - 2d6+13
Punch - 1d4+13
Elbow/Forearm - 1d6+13
Power Punch - 2d4+13 Cost 2 Melee Attacks
Kick - 2d4+13
Knee - 1d6+13
Power Kick - 4d4+13 Cost 2 Melee Attacks

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Battle Axe - +2 to Strike, +1 Parry, +1 to Strike when Thrown
+1 to strike at levels 1, 3, 5, 8, 12 and 15. +1d6 to damage at level 2. +1 to strike when thrown or to parry at levels 2, 4, 8, and 12; not designed for throwing.
W.P. Sword - +2 to Strike, +1 to Parry
+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Shield - +2 to Parry
+1 to Parry at levels 1, 3, 6, 9, 12, and 15. +1 to strike with shield at levels 4, 8, and 12. No bonus t strike when thrown.

Saving Throw Bonuses
Coma/Death: +24%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +0
Psionics (varies): +0
Horror Factor: +4
Last edited by Goram on Wed Feb 01, 2023 1:09 pm, edited 47 times in total.
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Re: Possible PFRPG Character

Post by Goram »


Allocate your items into the categories listed in green!

Carried/In Hand

Worn on Person
a pair of gloves
Flaming Sword
Scale (Full)
Back Pack
Large Metal Plated Shield
Altess Eviscerator

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: small sack
• Attachment: small sack
• Attachment: water skin
• Attachment: Flame Sword and Scabbard

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: set of civilian clothing
• Space: two weeks' worth of food rations
• Space: a tinder box
• Space: bedroll
• Space: One Man Tent
• Space:
• Space:
• Space:
• Space:
• Space:

Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

30 GP

Gear Stats

6164B1AE-3DA3-41B3-8072-DBBD2F3F0507.png (9.63 KiB) Viewed 109 times
354CAD59-48CF-4F52-AD06-2A9AC91E81D2.png (32.56 KiB) Viewed 109 times
Flaming Sword
Rare Enchanted Sword
S/M.D.C.: 75
Damage: 5D6
Magic Features
  • Flaming Sword: A sword of enchanted flame that extends from a handle that is impervious to fire.
  • Scabbard: Impervious to Fire: (scabbard) cannot be harmed by fire/heat, even that which is enchanted in origin.

Curse: (if any)
History: (if any)
Book Reference: p.249-250, PFRPG

Hard Leather Armor (full)
  • A.R.: 11
  • S.D.C.: 45
  • Modifiers: None
  • Weight: 22 lbs.

Scale (full) -- Giant Sized
  • A.R.: 15
  • S.D.C.: 115
  • Modifiers: -10% to SPD & physical skills
  • Weight: 75 lbs.

Large Wood Metal Plated Shield
  • Armor Rating: 0
  • S.D.C.: 100
  • Weight: 10
  • Features:
  • Modifiers:

Altess Eviscerator (Patron Item)
Techno-Rune Weapon
Damage: 6D6
Alignment: Varies; see personality entry below
  1. Artificial Intelligence; I.Q.: 20
  2. Communicates through nano-telepathy.
  3. M.D.C.: 500
  4. Nano-regeneration: 2D6 M.D.C. per hour self-repair
  5. Damage is in M.D. when in a mega-damage environment
  6. Nano-telepathic bond is maintained through contact only; broken if separated from bearer.
  7. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
  8. The A.I. will only ever map to one bearer, and will attack any other who touches it thereafter with aggressive nanites doing 4D6 damage per melee of maintained contact.

Special Abilities
    • Electrical Discharge:
      • Range: Touch or up to 200'
      • Damage: 4D6
      • Payload: 4; regenerates 4 charges per hour
    • Skill Database: Select six skills from Communications, Pilot Related, Science, or Technical skill categories; 98% proficiency for all skills. These skills are permanent and do not change.

Modifiers: Two-handed weapon
Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
Weight: 7 lbs.

Last edited by Goram on Fri Mar 10, 2023 3:12 pm, edited 16 times in total.
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Re: Possible PFRPG Character

Post by Goram »

Background Story

GORAM's STORY -- What he says

1. To live one's life so that it is worthy of respect and honor by all.

When the armored man found the Troll he was huddled in a small crack in the cave that was once home to his family. A party of people similar to the human had come through the cave a few days earlier. He was three years old. His mother hid him in the crack and said “No matter what don’t make a noise or leave here.” Even when he heard the din of battle he did as he was told and never left his position. When the armored man approached he held up his empty hands. When Goram turned to face him he slowly reached into a small satchel on his waist, removed a piece of salt pork and gave it to Goram. In perfect Gobbley he says “I am sorry for your loss young one. Here is some food. You look hungry.” The little troll child grabbed and gobbled up the salt pork. In Gobbley again he said “I am Sir Tulius Greentree, what is your name?” The troll responds, “I am Goram. Where are my Mom and Dad?” Sir Tulius warm smile changes to a look of sadness as he responds “I am sorry child, they fell in battle. I happened by this cave and was seeking shelter when I found them. Come with me and I will keep you safe.” “But you look like them.” responded Goram. Very curtly Tulius, fires back, “I am nothing like them. I do not kill for personal gain. No creature should fear me unless they seek to hurt others.” Goram replies. “I like that no one should hurt another. I wish they did not hurt my parents. I want to be like you.” Tulius smiles warmly, “You can my boy you just need to commit yourself to the service of others. That is how you achieve the first tenant of the code. ‘Live one's life so that it is worthy of respect and honor by all.’”

2. Fair Play :
  • Never attack an unarmed foe.
  • Never charge an unhorsed opponent.
  • Never attack from behind.
  • Avoid cheating.
  • Avoid torture.
Tulius is easily parrying Goram’s attacks as he explains the tenant of FairPlay. “Strength is never resorting to subterfuge to win in combat. Others will not respect this, but it is key that you be honorable even when others refuse to. It is why we train so much. We cannot espouse standards that we ourselves don’t follow. Training allows us to prepare to counter a dishonorable attack and keep your side always FairPlay. Never strike down the unarmed never attack from behind. Never charge a man on foot on your horse. Never cheat. And most of all understand torture is anathema to your existence within the code. You are improving daily child.”

3. Nobility :
  • Exhibit self discipline.
  • Show respect to authority.
  • Obey the law.
  • Administer justice.
  • Administer mercy.
  • Protect the innocent.
  • Respect women.
Goram follows Tulius through the street chasing a man that stole bread from the local shopkeep. So vigilant Tulius keeps up even in the weight of his armor. The thief rounds a corner and seemingly disppears. Tulius stops and begins walking slowly into the alley. His vigilance catches the slight movement in a discarded crate. Tulius grabs it and flings it around. Inside the offending dwarf cowers in fear standing in front of a female dwarf and child. “Please sir don’t kill me, I was just trying to feed my family.” Tulius hasn’t even drawn his blade. “I am not here to hurt you, but poverty is not a reason for lawlessness. You should be taken to the constabulary and punished for theft, but fortunately for you that bread was paid for. Your thievery will stop now. Go to the new cathedral construction site and speak to the foreman Aberforth. Tell him Sir Tulius sent you and he will give you work and a fair wage. Then you can feed your family without lawlessness.” The dwarf startled at the offer, repeatedly thanks Sir Tulius. As he walks away, he looks at Goram. “The laws of lands must be followed to maintain order and protect the public. Do your best to respect them. Do not by abide laws that victimize the weak. If you decide to stand up to those laws make sure you do so through manners other than violence. If you resort to violence and fail accept the consequences of your actions. There are paths to righteousness in every system and we must always navigate towards laws that help rather than hurt people and when that is not possible find a way to give mercy to the victims of those laws.”

4. Valor:
  • Exhibit courage in word and deed.
  • Avenge the wronged.
  • Defend the weak and innocent.
  • Fight with honor.
  • Never abandon a friend, ally, or noble cause.
“Tulius, he is a Troll!!!!!! A monster.” a voice boomed on the other side of the door that Goram was attached to. “William, he was a child when I found him. He has a noble. Heart and noble spirit.” William retorts. “I am sorry he is from a barbaric race known for killing people, but regardless of his personal character it just can’t be done. We haven’t had a troll as a member of the order since it was founded. We will not have one as a squire under my watch.” “William this is ridiculous. Have you ever thought that Trolls are monsters because we treat them like vermin, that they act the way they do because we burst into their homes for treasure and glory justifying it with their monstrous appearance?” “Tulius if any other member asked me to induct a troll into the order, I would have sent them out of my office without discussion. I have heard you out and the answer is no. You may train him to fight, you can teach him the ways of our order but he will never join, I am sorry.” There was silence, and Goram heard a somber Tulius say, “If prejudices are to shade our tenants, and noble souls are denied a chance to serve because of the skin they were born into, then the order is not what I thought it was. If he cannot serve the order, neither can I.” The sound of gear being laid down on a table is interrupted, “Tulius this is absurd. You are abandoning the order over a troll child. This is insanity.” Tulius stops and says, “No William, let me clear. I am not abandoning the order, I will continue to live by the tenants and, I will teach that child to do the same. The order has abandoned me. That child will outshine every knight in this order with his noble and good heart. He just won’t do it wearing your colors, and neither will I.” As Tulius’s hands hit the doorknob. Goram skittered back away waiting patiently. Tulius emerges without his tabard, shield or helm on. “Let’s go Goram, we have more training to do.”

5. Honor:
  • Always keep one ' s word of honor.
  • Always maintain one ' s principles.
  • Never betray a confidence or comrade.
  • Avoid deception.
  • Respect life.
“Does this mean you aren’t a knight anymore?” Goram asked as they walked through the woods. “No my boy, being a knight is more than about being a member of an order. The Code and the People it directs us to protect us the most important. Honor isn’t given, it is earned. That means the time following the code when it easy, is not what defines us, but how we hold on to the code when it is hard. Remember that Goram. One day you be the founder of an order”

6. Courtesy :
  • Exhibit manners.
  • Be polite and attentive.
  • Respectful of host, authority and women.
The day that Tulius passed was one of great sadness for Goram. He had been with him for 13 years of his life. He had taught him everything he knew of the world. Goram approached the undertakers shop. He gently wrapped on the the door. A woman of middle age answered, “What is it monster?” she rudely inquired. “I apologize for the intrusion but I have brought a tabard of Sir Tulius’s old order. An old friend asked he be buried with it.” “Fine you horrific creature, bugger off.” she stated as she ripped the tabard from his hand. He calmly walked away, devastated that he lost the only man who didn’t see him as a monster. He made his way to his camp on the outskirts of the city and bargain packing up. As he was packing up he found a note from Tulius, that he wrote before the illness took him.

‘Dear Goram,
I am sorry that I failed to get the world to accept you as the man of noble heart and spirit that you are. But take away from this the knowledge that if I treated you the way the world tends to treat you I would of missed out on coming to know one of the most noble souls I have ever met. Your path will be much harder than mine. You will be trying to serve people that loathe your existence. Dedicating yourself to the code will be difficult, but as long as you remember that for every person that has pain there is someone that hurt them. It imperative that you use this code to show the world a better way. That in the face of rage and hatred you show kindness and mercy. That when those who would try to rile you to violence will only receive peace from you. You are a protector, person who puts themselves between the ones who seek to harm and those they intend to harm. Go to the Blacksmith in the city. There you will find gear fitted to your size that you may use in these endeavors. I am sorry I left you so early, but I know you are destined for great things. You have been a son to me and I hope one day you will see that I was a good father and not just a teacher.

Gods Speed,

7. Loyalty: To god, sovereign, country , and the Codes of Chivalry .

Goram walks into the Blacksmith shop and finds a dwarf there. “Oh you must be Goram. My how you have grown.” Goram is confused at first but realizes it is the dwarf that he saw Tulius set free and give work to so long ago. “Tulius changed my life. After doing masonry at the construction site a local Blacksmith offered me an apprenticeship. turned out I had a knack for it. Now I am successful and have my beautiful wife and three kids living above the shop. I never had to steal again, all from one person taking mercy on me.” Goram’s heart fills with warmth. “He was the best of men and I hope to live up to the faith he had in me.” The dwarf smiles, and says, “I have something for ye.” The dearf goes into a room in the back. He wheels out a cart with a crate on it and says, “He also asked my wife to make you this.” He hands Goram a tabard. Goram unfurls it to see a heart encased in a spherical cage of brambles. “When I told the oldest one it was a tabard for the knight he spent the rest of the day pretending to be a Knight of the Order of the Bramble Heart.” Goram pauses and then says, ”Every order has a founder, and the founder of the Order of the Bramble Heart is Sir Tulius Greentree. I will now take the reigns and stay loyal to everything he taught me. I will be that knight.”

To the world Sir Tulius presented and was considered very reliable and honorable, a great knight.
But to Goram he was nothing but abusive and believed him less than. Treated him like chattel.

]Sir Tulius Greentree was known for his nobility and prowess in battle. After dispatching a group of Trolls that frightened villagers, he discovered a child. Rather tan put it down like the dog it was, he seized an opportunity to take the boy and utilize his labor. The troll would grow to be quite the pack animal and additional man at arms when the need arose. He would train his to act appropriately and instill enough fear to make sure he remains an obedient animal.[
Goram would watch Tulius train new knights and would pretend to be a knight himself. He watched there ways of combat and when left alone he would practice with a wooden sword.

1 0,000 - 2000
2 2 ,001 - 4,000
3 4,001 - 8 ,000
4 8 ,001 - 1 4,000
5 14,001 - 22,000
6 22,001 - 32,000
7 32,001 - 47,000
8 47,001 - 67,000
9 67,001 - 92,000
10 92,001 - 1 20,000
11 120,00 1 - 1 50,000
12 150,00 1 - 200,000
13 200,00 1 - 265 ,000
14 265 ,00 1 - 320,000
15 320,00 1 - 375 ,000
Last edited by Goram on Fri Sep 16, 2022 6:43 pm, edited 15 times in total.
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Re: Possible PFRPG Character

Post by Goram »

5d6-L: [2, 3, 2, 4, 2]-L = 11 PS, +10 Troll, +1 Athletics, +2 Body Building, +2 Boxing, +1 Gymnastics, +1 Wrestling
5d6-L: [1, 5, 1, 4, 1]-L = 11 PP, +1 Gymnastics
4d6-L: [6, 6, 6, 5]-L = 18 PE, +6 Troll, +2 Gymnastics, +1 Running
4d6-L: [3, 4, 6, 5]-L = 15 IQ
3d6-L: [3, 3, 1]-L = 6 SPD, +5 Athletics, +9 Running
3d6-L: [2, 1, 5]-L = 7 MA
3d6-L: [3, 6, 5]-L = 11 ME
2d6-L: [4, 4]-L = 4 PB, +4 Troll
SDC: 40, +10 Body Bulding, +3 Athletics, +12 Boxing, +8 Gymnastics, +3 Running, +13 Wrestling, 3d6: [5, 2, 4] = 11 MoA SDC bonus
Athletics SPD Bonus: 1d6: [5] = 5
Running SPD Bonus: 4d4: [4, 1, 1, 3] = 9
Athletics SDC Bonus: 2d4: [2, 1] = 3
Boxing SDC Bonus: 3d6: [5, 4, 3] = 12
Gymnastics SDC Bonus: 2d6: [2, 6] = 8
Running SDC Bonus: 1d6: [3] = 3
Wrestling SDC Bonus: 4d6: [2, 4, 6, 1] = 13

PPE: 3d6: [2, 2, 5] = 9
LVL 1 Hit Points: 1d6: [2] = 2
LVL 2 Hit Points: 1d6: [2] = 2

HT: 1d6+8: [1]+8 = 9

Insanity Random Table Roll: d100: [21] = 21 Compulsive Liar
Insanity Specific Table Roll: d100: [8] = 8 N/A

3rd Level HP - d6: [3] = 3
Dice rolls
d100: [72] = 72
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Re: Goram - Troll Soldier

Post by Goram »

Code: Select all

Perception 246%: [roll]d100[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Status:  AR:11 
SDC 100/100 | Hard Leather (Full) 48/48 | Shield 100/100
[inline=Conditions:]Coma/Death: +5%, Magic (varies): +1, Lethal Poison (14+): +1, Non-Lethal Poison (16+): +1, Insanity (12+): +3, Psionics (10+): +3, Horror Factor (varies): +0[/inline]

Initiative: [roll]d20+0[/roll]
Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:

Parries - Unarmed: [roll]d20+51[/roll], [roll]d20+5[/roll], [roll]d20+5[/roll], [roll]d20+5[/roll], [roll]d20+5[/roll], [roll]d20+5[/roll], [roll]d20+5[/roll]
Parries - Flaming Sword: [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll]. [roll]d20+6[/roll]
Parries - Altess Eviscerator: [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll], [roll]d20+6[/roll]. [roll]d20+6[/roll]
Parries: Shield: [roll]d20+7[/roll], [roll]d20+7[/roll], [roll]d20+7[/roll], [roll]d20+7[/roll], [roll]d20+7[/roll], [roll]d20+7[/roll]. [roll]d20+7[/roll]

Attack Actions:
Dodge:  [roll]d20+5[/roll]

[b]Melee: [/b]
Claws: To Strike - [roll]d20+2[/roll] | Damage - [roll]2d6+13[/roll] SD 
Punch: To Strike - [roll]d20+2[/roll] | Damage - [roll]1d4+13[/roll] SD 
Elbow/Forearm: To Strike - [roll]d20+2[/roll] | Damage - [roll]1d6+13[/roll] SD 
Power Punch: To Strike - [roll]d20+2[/roll] | Damage - [roll]1d6+13[/roll] SD 
Kick: To Strike - [roll]d20+2[/roll] | Damage - [roll]2d4+13[/roll] SD 
Knee: To Strike - [roll]d20+2[/roll] | Damage - [roll]1d6+13[/roll] SD 
Power Kick: To Strike - [roll]d20+2[/roll] | Damage - [roll]4d4+13[/roll] SD 
Flaming Sword: To Strike - [roll]d20+4[/roll] | Damage - [roll]5d6+13[/roll] SD 
Altess Eviscerator: To Strike - [roll]d20+4[/roll] | Damage - [roll]6d6+13[/roll] SD 

Altess Eviscerator Electrical Discharge: To Strike - [roll]d20[/roll] | [roll]4d6[/roll] SD | Range - 200' | Payload: 4; regenerates 4 charges per hour
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